
What Otherside is
The metaverse from Yuga Labs, the company behind Bored Ape Yacht Club. It runs on four layers:
| Layer | What it is |
| Otherdeeds | 100,000 plots of land, each with its own set of resources |
| Kodas | 10,000 characters, the natives of this world, plus Mega Kodas |
| Voyager | The default avatar anyone starts with, no NFT required |
| ApeCoin | The currency of the economy, settled on ApeChain |
Plus ODK, the toolkit third-party developers use to build their own worlds inside the universe.
The dates that matter
| Date | Event |
| April 2022 | Otherdeeds mint at 305 APE per plot, 55,000 of 100,000 sold publicly. Kodas revealed |
| October 2024 | ApeChain, the ecosystem's own blockchain, launches at ApeFest |
| February 2025 | Project Dragon: 2,100 players on one server, a Guinness World Record |
| October 2025 | Amazon Gaming partnership and the Boximus avatar |
| 12 November 2025 | Koda Nexus opens, reachable from a browser with no NFT at the door |
| December 2025 | Yuga acquires Improbable's Unreal Engine platform and its engineers |
| September 2026 | Four-video thread on the Resource Game, plus a Space with the team |
| 17 October 2026 | ApeFest in Charleston, at Beeple Studios |
On the Amazon deal, Figge said at the time:
Amazon has over 300 million users, and we're going to be selling digital assets to all of them.
ApeFest is historically an announcement venue: ApeChain launched there, the Amazon deal was revealed there, and brand collaborations get shown there too — BMW last year.
What's actually being built now
The launch is cautious, and every decision shows it.
They're not opening the whole map. 600 Yuga-owned Otherdeeds out of 100,000 at the start, and four environments out of 29. The point is keeping the system controllable and scaling from there.
They're keeping a reset button. Beta resources run on dev contracts: if the economy breaks, nothing stops the team wiping them and restarting. Items players craft are meant to survive. Some items will only exist during the beta and can't be made afterwards — an incentive to take it seriously.
They're designing sinks, not just faucets. Hall put it plainly: if resources are only created and never consumed, that isn't an economy, it's a broken system. The 74 resources exist so there's somewhere for them to go.
Landowners get an economic lever. The owner either harvests alone or lets Voyagers in and charges a tax they set themselves — anywhere from zero to a hundred percent. That decision can pull players onto a plot or push them away.
Star Pods are personal transport between plots. The small ship from the teasers. The base one is very slow and upgrades from there. It's only part of a wider travel system: other ships, resource haulage, speed and cargo protection come later.
Which leads to something landowners should note: while Star Pods are slow, plots near the centre win on geography alone. Owners further out will have to compete on tax rate and terms.
What they're aiming at
Hall framed the whole project in one line:
One of the biggest things in my mind when people say 'Oh, Otherside's a Resource Game' — that's just the backbone. That would be like saying our world is just a fossil fuels game.
The goal is an open metaverse where assets belong to the player and outlive the game itself. A plot can be:
- Rented out to other players
- Gated to holders of a specific collection
- Built into your own world — a tavern, a shop, a poker room
Items crafted from resources stay as tokens in your wallet and are meant to work inside other people's ODK worlds.
Hall keeps returning to what he calls the flex factor:
The power of Otherside is when you see folks running around as their asset, you know it's their asset. It's the flex factor.
The second stated pillar is exploration. Hall says he wants people to feel the magic of discovering a new world.
Which gives a read on timing the announcement doesn't offer. Launching the economy this year is stage one. The community's estimate is that an ODK ecosystem of worlds takes several more quarters on top. If so, the full version of this model stretches into 2027 and beyond.
Where things stand today
Two zones are open in Otherside — Nexus and Swamp — and five daily quests.
You enter Nexus as a Voyager by default. The avatar switches to your own NFT character — Koda, MAYC, BAYC and others — with the P key.
Dailies refresh at 06:00 UTC and cover the same ground every day:
- Jump, or float in the wind tunnel
- Play a few notes on the piano
- Score a goal on the football pitch
- Take a selfie by the mutant cave
- Find a biome or a specific location
They pay XP plus a 500 bonus.
The map opens with TAB and shows biomes and zones, but not what to do in them. There's no official challenge map, and given what Hall says about the magic of exploration, that looks deliberate. Players solved it themselves: detailed community-maintained maps circulate on X.

This is a place to get acquainted, not a game. Hence the label that circulates in the community: ghost town.
Keep the gap in mind. Two zones today. 600 plots and a working 74-resource economy promised before year-end.
Why the market is silent
Three reasons, all of them real.
- Announcement fatigue. The announcements ran for years, and months of silence followed each one. Hall admitted it outright: we've said things like this before and then went quiet. The community stopped pricing announcements in.
- Wrong market. Bitcoin sits a third below its October peak. On a falling market even strong product news doesn't work. In 2022 an announcement like this would have moved the token several times over.
- A wall of holders. People have sat in a deep drawdown for four years waiting for any move up to get out. Every rally meets those sellers.
The structural problem
The only way in and out of the economy is ApeCoin. Hall repeats it like a mantra:
The only way in and out of the Otherside economy is $APE. You've heard us say over and over again that ApeCoin is the coin of the realm.
Yuga presents this as a strength, and in theory it is — if the economy works, anyone who wants to take part needs APE to settle in, and that's structural demand for the token.
The same design has a reverse side, and it explains why bringing in new people will be hard.
A newcomer entering Otherside is entering an economy denominated in an asset with a four-year downtrend. They mine resources, craft items, sell them — and get paid in a token that has been falling the whole time. For an economy like that to hold onto players, the returns inside it have to outrun the decline of the asset itself. Otherwise you earn in APE and lose in dollars.
That makes a closed loop. The economy needs a stable token to attract players. The token needs a working economy to stabilise. Which comes first is the whole Otherside question.
Yuga is betting on the second: build the economy, and demand for the token follows. It's a reasonable bet, and it can only be tested in practice — starting with the beta.
The community is split
One camp says it's too late. Four years was enough time to explain why the game would be interesting. What shipped is a platformer and a ghost town, drops ran alongside it, and there's still no coherent working concept.
The other says four years was the minimum. Games of this scale take that long. Add onchain contracts you can't roll back without halting everything, and an economy that has to be designed so it doesn't fall apart. Expecting a release in two or three years, after putting money in and not preparing to wait, was the odd part.
Both are right. The economy isn't being launched for new players but for a community that has waited four years and partly burned out.
What the details say, rather than the announcements
The most interesting thing this month isn't in the Space. It's in the ApeFest terms.
| Change | Before | Now |
| Merch access | Holders only | Open to anyone |
| Tickets | One plus a guest per holder | One per BAYC or MAYC held |
| Deposit | $169 | $99 |
| Ownership checks | tokenproof | Glyph, Yuga's own |
Three moves in a row point to one thing: Yuga is widening its commercial reach beyond holders while making it more tangible to own more NFTs. The company is separating the business doing well from the NFTs doing well, and building a model that doesn't depend on the floor price.
The resource economy fits the same logic. Anyone can play, no Deed, no NFT, no asset required at the door. Owning land becomes something you want, not the ticket you need.
What nobody knows yet
- How the Resource Game fits the wider lore
- The launch date
- What Kodas actually do beyond the central role described in general terms
- What happens to the artefacts
- Seasons, resource depletion and regeneration
- Why hold a plot with no resources on it
Most of those questions got the same answer in the Space: not ready to discuss yet.
What to watch and what to do
Three things decide how this goes:
- 17 October, ApeFest. The venue Yuga uses for announcements. A launch date or a demo of a working economy would both be reasonable to expect.
- The beta on 600 plots. It answers the first question: does the economy hold when people actually trade in it. If it breaks, resources get wiped and restarted.
- New people arriving. The harder question. A working economy running on the existing community still isn't success.
The practical read, by situation:
If you hold an Otherdeed or APE. Nothing fundamental changed: there's an announcement and no data. The first real data comes from the beta, and until then any decision rests on the same promises as the last four years.
If you're thinking about buying in now. The news is currently priced at zero. That cuts both ways: you're not paying a premium for anticipation, but you have no evidence the economy will work either. Plus the wall of sellers waiting for an exit.
If you want to play. The beta is worth entering regardless of the token price: no NFT is needed at the door, and some items will only be craftable during testing.
The market's silence is the price of past promises. Attention comes back not with an announcement but with a working economy where somebody is actually earning.